// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D backg; uniform sampler2D scene; uniform vec2 scnDimension; uniform vec2 camDimension; uniform vec2 position; uniform float zoom; uniform int sampleMode; uniform int bg; uniform float bokehStrength; const float GoldenAngle = 2.39996323; const float Iterations = 400.0; const float ContrastAmount = 150.0; const vec3 ContrastFactor = vec3(9.0); const float Smooth = 2.0; vec4 sampleTexture(sampler2D samp, vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(samp, pos); if(sampleMode == 0) return vec4(0.); else if(sampleMode == 1) return texture2D(samp, fract(pos)); else if(sampleMode == 2) return texture2D(samp, vec2(fract(pos.x), pos.y)); else if(sampleMode == 3) return texture2D(samp, vec2(pos.x, fract(pos.y))); return vec4(0.); } vec4 bokeh(sampler2D tex, vec2 uv, float radius) { //ref. sh_blur_bokeh vec3 num, weight; float alpha = 0.; float rec = 1.0; // reciprocal vec2 horizontalAngle = vec2(0.0, radius * 0.01 / sqrt(Iterations)); vec2 aspect = vec2(scnDimension.y / scnDimension.x, 1.0); mat2 Rotation = mat2( cos(GoldenAngle), sin(GoldenAngle), -sin(GoldenAngle), cos(GoldenAngle) ); for (float i; i < Iterations; i++) { rec += 1.0 / rec; horizontalAngle = horizontalAngle * Rotation; vec2 offset = (rec - 1.0) * horizontalAngle; vec2 sampleUV = uv + aspect * offset; vec4 sam = sampleTexture(tex, sampleUV); vec3 col = sam.rgb * sam.a; // increase contrast and smooth vec3 bokeh = Smooth + pow(col, ContrastFactor) * ContrastAmount; num += col * bokeh; alpha += sam.a * (bokeh.r + bokeh.g + bokeh.b) / 3.; weight += bokeh; } return vec4(num / weight, alpha / ((weight.r + weight.g + weight.b) / 3.)); } void main() { vec2 pos = position + (v_vTexcoord - vec2(.5)) * (camDimension / scnDimension) * zoom; //if(bg == 1) pos = position + (v_vTexcoord - vec2(.5)) * (camDimension / scnDimension); vec4 _col0 = sampleTexture( backg, v_vTexcoord ); vec4 _col1 = bokeh( scene, pos, bokehStrength ); float al = _col1.a + _col0.a * (1. - _col1.a); vec4 res = _col0 * _col0.a * (1. - _col1.a) + _col1 * _col1.a; res /= al; res.a = al; gl_FragColor = res; }